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#476739 - 03/27/19 09:10 Re: What are you working on? ***** [Re: Quad]
jenGs Offline
Member

Registered: 07/22/10
Posts: 264
Loc: Germany
@quad Would be nice. Is a var not a special treated long? passing direct var pointer is working, but display is messed up (of course).

I Implemented most of the widgets now via DLL. The nice thing is that imgui handles d3d_lost/reset itself. It is perfect for writing editor tools.

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#476766 - 03/29/19 17:55 Re: What are you working on? [Re: jenGs]
jumpman Offline
Serious User

Registered: 04/17/02
Posts: 1225
Loc: ny
WIP of my broken bridge!

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#476844 - 04/11/19 22:03 Re: What are you working on? [Re: jumpman]
jumpman Offline
Serious User

Registered: 04/17/02
Posts: 1225
Loc: ny
A youtube video of my world, with commentary!

YouTube video of the Valley
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#476863 - 04/13/19 20:29 Re: What are you working on? [Re: jumpman]
Superku Offline
Senior Expert

Registered: 09/13/03
Posts: 6841
Loc: Kiel (Germany)
I had watched the videos 2 days ago, some feedback:
Good video, like this game dev commentary. The hammer and the bridge are looking awesome! And a hero shader indeed.
I must say I'm not a huge mega fan of the terrain itself though, the rock and yellowish grass textures look a bit low res. Additionally, the UV looks a bit wonky on some steep surfaces. Tri-planar mapping could help a lot (at least for the rocks) but with normal maps and blending this might become too costly. (At 5:42min for example it's fine though, maybe just ignore my nitpicking.)
Overall the scene is looking nice though, when you look at it from some spot of the level.
There's a bit much movement on the water btw.
The fish are cute.

I think I can get and see the style you are going for but maybe some stylization could help a lot in various ways - wait, you mentioned this is for your portfolio. Are you working on an actual game with that scene (like the Swordlord remake/ successor) or is it a demo scene?
In case you want to create more content (make a game) I'd think the current style/ approach would take way too much time. I'd probably skip making normal maps then completely and try to come up with a somewhat unique art style which allows to pump out assets more quickly. For example simple stylized textures which you use as a base texture only and then apply various dynamic materials (like you are already doing to some degree on let's say your hammer) instead. On terrain or other things you could setup different local material properties for different areas and do most of your art with code instead.
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#476901 - 04/21/19 00:32 Re: What are you working on? [Re: Superku]
jumpman Offline
Serious User

Registered: 04/17/02
Posts: 1225
Loc: ny
Thank you superku!

I can increase the resolution on the textures, I shrunk them in size and format to make them as small as possible.

I should have tried tri-planer mapping when I was first making the terrain shader, Im not sure Im able to change it now frown It would have solved all my stretching problems (by looking at some tutorials on google)

This is a demo scene, no longer a game. I was working on Swordlord 2 back when I had a job, and I would have made it in gamestudio. But after my team was laid off, I had to switch gears, I didnt have enough portfolio work, and taking however long to finish a full game wouldnt be wise in my opinion. So I am now making a demo scene in gamestudio, so that whomever wants to, they can run the EXE and walk around, looking at the models/textures/animation and programming I did.

The hero shader is the pinnacle of my work, as it has a lot of features in it, however it has a huge production time for an asset, so I use it only for showpiece models, like the hammer tree and bridge. The rest are simple shaders with diffuse lighting and shadow mapping, no normal map shading. So content definitiely will take time to make if everything used the Hero shader. The hero shader is meant for characters, which is what this all was originally for, as I love character modelling and animation. The Hero shader has normal, shadow, diffuse, specular, glass, jiggle vertices, rim light, fake sub surface, cubic environment mapping.

Honestly, all of your suggestions are things I would have done if I was a little more proactive in the beginning. But now I just have to get this done as quick as I can. Thank you so much for taking the time to watch/listen and give feedback. Youre a gem in this community.
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#476931 - 04/23/19 20:47 Re: What are you working on? [Re: jumpman]
Ayumi Online
User

Registered: 10/12/08
Posts: 658
Loc: Germany
Working on Weapon preview level:


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#477057 - 05/10/19 00:04 Re: What are you working on? [Re: Ayumi]
HellThunder Offline
Member

Registered: 11/14/05
Posts: 200
Loc: Bavaria
@Ayumi
I like the weapon models and your UI. Maybe the red color doesn't fit for the information panel. My first feeling was something like: 'Oh - a warning or error?'
Is this screen from a game you are working right now? The structure in the background looks interesting too. I want to see more! (=


New Feature of my 3DGS Project:

Volumetric Fog: An effect of the HOG Tool which can be used within an Environment Effect. The user decides how the effect will look in the end.
Setting up the color, the density, the spread area of the fog and its height is possible.

YouTube Video - Volumetric Fog

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#477060 - 05/13/19 09:36 Re: What are you working on? [Re: HellThunder]
Ayumi Online
User

Registered: 10/12/08
Posts: 658
Loc: Germany
@HellThunder
Thank s for the hint and words. I think about the red Color.
Yes, I am currently working on the game...many many years (start 2009), but start new last year (Rework Code and Level).
The weapons and characters created by my brownie.






Youtube - Old Menü (still work in progress / rework)




Youtube - Level 1





In my last Level, in the beginnung, i actually wanted to set fog, but the fog of gamestudio is not really appropriate. That's why the level is without fog (Kind of desert fog).
I think your generator is interesting for this reason. I like the adjustable style.




Edited by Ayumi (05/16/19 10:45)

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